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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.7)  (Read 1070849 times)

DX2002

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #285 on: April 15, 2020, 05:17:14 PM »

Hi Boggled,

Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.

Thanks
There is already a switch in the settings.json.You could try to search"boggledMaxNumMiningStationsPerSystem"in the document and change its number from 1 to up to 3.
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #286 on: April 15, 2020, 07:51:30 PM »

Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
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VinciVincent

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #287 on: April 16, 2020, 06:52:14 AM »

Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.
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Argonaut

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #288 on: April 16, 2020, 12:30:50 PM »

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #289 on: April 16, 2020, 01:32:16 PM »

Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

Thank you! I'm glad you're enjoying my mod!

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?
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pedro1_1

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #290 on: April 16, 2020, 06:51:17 PM »

Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

Thank you! I'm glad you're enjoying my mod!

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?

it need a little bit more than that to decrease the population size, this is also the reason the Pirates decivilize the core worlds after some cicles, they don't what the core worlds to be destroyed, because whitout the core worlds they have no targets, but they send so many expedition that they efectivally tatical block the colony to decivilization... the player can also do it, but it takes so much time to do so
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NephilimNexus

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #291 on: April 16, 2020, 07:09:39 PM »

Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.
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Unnamed_Shadow

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #292 on: April 17, 2020, 01:09:49 AM »

Hi Boggled, love the mod!

I would love it if you add Hydroponics as a new Industry for the Stations. (and maybe make it an ability the vanilla stations can also use. Maybe even non-terraformed planets without farming.

It would allow stations to get some Food at the cost of Heavy Machinery.

I love the work you have made on the terraforming, i just hope you also expand on the ability of the Stations. Making them more self-sustainable.
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #293 on: April 17, 2020, 05:29:22 AM »

Quote
instead they're getting delivered to the Marketplace by mistake.

Well... yes. As any normal commodity, produced by any normal industry. You have to "buy" any goods from your colony markets.

Theory is: if you produce exceed normal commodity it is exported to another planets to supply their demand and get profits if it is other faction. So if you took that commodities from a market stockpile, you have to "pay" for it at the end of the month as a penalty to your income. Weird, but that is how exactly vanilla economy works.

As any non-player faction will not use DEA in unmodded conditions, you will not get any export income from DAE. But to supply your own structures, DEA should use same "export mechanism" as any other commodity, which mean necessity of market stockpiles and penalties if removed from there.

Theoretically, it is possible for DEA mining to yield some extra "free" DEA to a production gathering point storage, based on a ruins size, but it is kinda weird to "store" items instead of delivering to consumer, especially if shortage.

I vote not to change that. If you build DEA archeology, you probably have money to "buy" them from yourself.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #294 on: April 17, 2020, 10:22:31 AM »

Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.

As Mondaymonkey indicated, this is working as intended and mimics the vanilla behavior. If you transfer a colony with structures that demand Domain-era artifacts to another faction, it should actually generate export income for the player like any other industry.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.

Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #295 on: April 17, 2020, 10:33:11 AM »

Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
[close]
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #296 on: April 17, 2020, 10:43:06 AM »

Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
[close]

What's your objection to hydroponics? What other ideas do you have for station-only industries?
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Uhlang

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #297 on: April 17, 2020, 11:09:29 AM »

What's your objection to hydroponics? What other ideas do you have for station-only industries?
I don't think he's objecting it. Just asking if you're open to other, possibly questionable ideas he might have.
And as far as I'm aware, no mod gives you buildable hydroponics. It's kinda expected, though, considering you can't even own stations without Nex, and only capture a small amount of them with it.

As for other ideas for station-only industries... I guess the Drone Nexus was replaced by the Terraforming Platform, but I think bringing it back in some form to act like an Ismara's Sling-lite would be a good way to increase the value of stations and give the player another means of system-wide terraforming.
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #298 on: April 17, 2020, 11:56:34 AM »

Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.
« Last Edit: April 17, 2020, 11:58:56 AM by Mondaymonkey »
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« Reply #299 on: April 17, 2020, 07:06:19 PM »

Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.

1. Zero gravity chemical lab - We already have the "orbital works" industry which implies planet-bound colonies can develop microgravity industrial facilities in orbit. I'm not sure how this adds anything interesting or unique to the gameplay considering how common organics are.

2. Custom ship assembling dock - This seems like it would be covered under the heavy industry/orbital works exporting ship hulls for profit.

3. Space casino - I really like this suggestion. I'm not sure why it would be exclusive to space stations - can't you have a casino on the surface of a planet? That being said, perhaps creating a "sin industry" that encompasses gambling, prostitution, drug dens, VR simulations, pit fights, etc. would be interesting. My main concern is that while I think this would be a good addition to the game, I'm not sure how it ties in with the main themes of this mod - terraforming, stations, and Domain-tech. If I made it demand Domain-era artifacts to run VR simulations where users can experience their most taboo fantasies, would that make sense?

4. Improved asteroid control center - I think this could be a decent replacement for the Drone Control Nexus to allow stations to help with terraforming in the system. Perhaps I'll re-skin the Ismara's Sling so it can be built on stations, with an addition of an accessibility boost comparable to the skyhook as stations can't build the skyhook.

5. Expanded stratospheric infrastructure - This would probably confuse players. It would be hard to convey that it improves the gas giant itself rather than the station - plus, the whole point of siphon stations is to avoid colonizing the gas giant in the first place!

6. Human waste disposal - I like the idea of an organ production industry. Definitely not station-only, but could make use of Domain-era artifacts for cloning of organs.

7. Improved supply center - This mod already adds significant ways to stack up defense fleets by building astropoli or other stations in close proximity to each other. I'm not sure I want to add something that will exacerbate that. More and/or larger fleets will likely contribute to the performance issues when the player has 4-5 large markets next to each other with tons of patrolling fleets.

8. Damn station shield - I think the planetary shield sees a lot of criticism (for both aesthetic and gameplay reasons) and I'm reluctant to add another version of it.

9. Smart minefield - I like this idea but I don't want to implement it because it could introduce bugs and incompatibilities with other mods. It may also cause a performance impact.

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
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